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T2 assault frigates ("AFs") can enter Small plexes, and combine the agility of a frigate with higher DPS and much stronger tanks; when fitted with an Assault Damage Control, they can become briefly invulnerable. They are an extremely difficult fight for any other frigate or T1 destroyer. Common solo AFs include the [[Hawk]] (with an extremely strong MASB shield tank), or the [[Retribution]] (often flown as a kiting ship, similar to a much tankier version of the [[Imperial Navy Slicer]]).
T2 assault frigates ("AFs") can enter Small plexes, and combine the agility of a frigate with higher DPS and much stronger tanks; when fitted with an Assault Damage Control, they can become briefly invulnerable. They are an extremely difficult fight for any other frigate or T1 destroyer. Common solo AFs include the [[Hawk]] (with an extremely strong MASB shield tank), or the [[Retribution]] (often flown as a kiting ship, similar to a much tankier version of the [[Imperial Navy Slicer]]).


==Basic Ship Meta==
===Basic frigate meta===


Ships for PvP in general are grouped primarily by their optimal range. All other things being equal, winning a PvP fight, whether solo, or when leading a huge fleet, usually means ensuring that you are in your optimal range, and your opponent is not.  
Ships for PvP in general are grouped primarily by their preferred fighting range. All other things being equal, winning a PvP fight usually means ensuring that you are in your ideal range, and your opponent is not.  


*0-5 km Optimal Range - '''Brawlers'''
*0-5 km range - '''Brawlers'''
*5-10 km Optimal Range - '''Scram Kiters'''
*5-10 km range - '''Scram Kiters'''
*10-20km Optimal Range - '''Kiters'''
*10-20 km range - '''Kiters'''
*20km+ Optimal Range – '''Snipers'''


In Low Sec PvP, as most fighting is in plexes where much of the engagement takes place around the fixed point of the beacon, it’s important to note that Micro-Warp Drives (MWDs) are generally not preferred, as they can be immediately de-activated by a warp scrambler, rendering you at an immediate speed disadvantage. While MWDs can be useful for Kiters, and some more unusual fits, the predominant propulsion module used is the afterburner. It should be noted though that in Null Sec PvP, without Plex mechanics, MWD fitted ships are the dominant force.
In lowsec frigate PvP, as most fighting is in plexes where much of the engagement takes place around the fixed point of the beacon, MWDs are less commonly used than in other environments, as they can be immediately de-activated by a warp scrambler. While MWDs can be useful for kiters, the dominant propulsion module is the afterburner.


===Brawlers===
====Brawlers====


Brawlers use high damage, close range weapons, such as blasters or pulse lasers. Because of this, they rely on quickly getting into close range, and preventing opponents from pulling away.
Brawlers use high damage, close range weapons, such as blasters or pulse lasers. They therefore rely on quickly getting into close range, and preventing opponents from pulling away.


When defending a plex, they will orbit the beacon very closely, and immediately try to [[Warp disruption|scram]] and [[Warp disruption|web]] any incoming ship to hold them at close range and prevent them pulling away.
When defending a plex, they will orbit the beacon very closely, and immediately try to warp-scramble and web any incoming ship.


When attacking a plex, they will need to try and swiftly close the range between them and the defending ship to get into their optimal range.
When attacking a plex, they must swiftly close the range between them and the defending ship.


Due to range being key, fast brawlers like the [[Atron]] or [[Federation Navy Comet]] are very useful here due to their raw speed, as well as the damage boosts to brawling weapons. An alternative is a ship which carries dual stasis webs, such as the dual-web armor [[Kestrel]] or the [[Caldari Navy Hookbill]]. These are relatively slow ships in general terms, however the double web effect applied to your opponent will remove the speed advantage of almost any other ship, and allow you to dictate range despite being the slower ship on paper.
Since range is key, fast brawlers like the [[Atron]] or [[Federation Navy Comet]] are very useful due to their raw speed, and their damage bonuses. An alternative is a ship which can carry dual webs, such as the dual-web armour [[Kestrel]] or the [[Caldari Navy Hookbill]]. These are relatively slow ships in absolute terms, but the double web effect removes the speed advantage of almost any other ship, and allows you to dictate range despite being slower on paper.


===Scram Kiters===
====Scram-kiters====


An effective defence against a brawler is to fight from outside their optimal range, but still within warp scrambler and web range, normally between 7–9km. This is called "'''Scram Kiting'''". At this point, brawling damage will be minimal, however mid-range weapons such as beam lasers, railguns or rockets can still hit an opponent for substantial damage.
An effective defence against a brawler is to fight from outside their optimal range, but still within warp scrambler and web range, normally between 7–9 km. This is called "'''scram-kiting'''". At this point, brawling damage from, for example, blasters will be minimal, but longer-reaching weapons such as beam lasers, pulse lasers with Scorch, railguns, or rockets can still hit for substantial damage.


Once again, this tactic relies on relative speed to maintain range. When defending a plex you will likely orbit the beacon at your optimal range, however a brawler could quickly close range if they have a notable speed advantage.  
Once again, this tactic relies on range control. When defending a plex you will likely orbit the beacon at your optimal range, but remember that a brawler could quickly close range if they have a notable speed advantage.  


Likewise, when attacking a plex, if a brawler is waiting at the beacon you will need to pull range before you take too much damage, which requires your ship to be faster overall than the brawler, as well as being tanky enough to survive the initial damage long enough to pull out of range.
Likewise, when attacking a plex, if a brawler is waiting at the beacon you will need to pull range quickly, which requires range control. You must also tank the initial damage close-range long enough to pull distance.


For this reason, scram-kite ships often still fit speed modules and rigs to try and maintain speed advantage. Common scram-kiters include [[Breacher]], [[Tormentor]] and [[Incursus]]. The Dual-Web [[Kestrel]] and [[Caldari Navy Hookbill]] noted earlier can also be equally effective as a scram-kiter as rockets can deal effective damage up to 9km, while the dual webs maintain your speed advantage.
For this reason, scram-kite ships often still fit for speed. Common scram-kiters include the [[Breacher]], [[Tormentor]], and [[Incursus]]. The dual-web [[Kestrel]] and [[Caldari Navy Hookbill]] noted earlier can also be equally effective as scram-kiters, because rockets can deal effective damage up to 9 km, while the dual webs maintain range control.


===Kiters===
====Kiters====


The other key factor in the meta are long range kiting ships. These will equip a warp disrupter to tackle at 20km+ ranges, and use long range weapons to fight well beyond the range of other ships. They are generally glass cannons, maximized for speed and damage. As they will not be able to apply a stasis web to their opponent at such long ranges, they usually rely on Micro-Warp Drives to maintain a speed advantage. However as a MWD can be switched off by a warp scrambler, if they can be closed down and tackled they will usually die quickly.
The other key factor in the meta are long-range kiting ships. These will equip a warp disrupter to tackle at 20 km+ ranges, and use long range weapons. They are generally glass cannons, maximizing speed and damage over tank. As they cannot web an opponent at such long ranges, they usually rely on MWDs for a speed advantage. Since they are lightly tanked and a warp scrambler shuts down an MWD, they usually die fast if brought to close quarters.


A good Kiting ship who is already inside a plex is very difficult to kill, as they will orbit the beacon well outside of scram range, and closing them down is very challenging. A ship such as a [[Tormentor]] with beam lasers can switch to long range ammo to damage the kiting ship at range, but without the ability to close range and get tackle, the Kiter is likely to simply warp away if they take too much damage. The primary disadvantage of a kiting ship is that they are very poor at attacking a plex, as any defending ship is likely to immediately scram and web them on the beacon and prevent them pulling range.
A good kiting ship already inside a plex is very difficult to kill, as they will orbit the beacon well outside of scram range, and closing with them is challenging. A ship such as a [[Tormentor]] with beam lasers can switch to long range ammo to damage the kiting ship at range, but the kiting ship can avoid tackle and leave at will, so damage projection alone only forces a draw. The primary disadvantages of a kiting ship are that they are very poor at attacking a plex, as they are forced to arrive in a predictable place, and that they require smart, alert manual piloting.


Common kiting ships are the [[Condor]], [[Imperial Navy Slicer]] or [[Tristan]]
Common kiting ships are the [[Condor]], [[Imperial Navy Slicer]], and [[Tristan]].
 
===Snipers===
 
While very uncommon, snipers aim to sit at extreme ranges, with very high alpha damage weapons, and deal huge damage at long ranges as soon as an opponent lands on grid.  They are extremely rare in the current meta in Low Sec, however they are more common in Null Sec, particularly in gate camps, and it is important to be aware of the possibility. They usually trade considerable tank and maneuverability for their high damage output, and as with kiters, if they can be closed down they will die rapidly.


==Key Concepts==
==Key Concepts==